| walsufnir said:
|
Doing it instantly and doing it efficiently are two very different outcomes. :P
One is wastefull and you end up making concessions in other areas, the other adds to the image.
Also like you said most game engines are multiplatform, but most game engines are also stuck in the Direct X 9 era due to the Xbox and Playstation being incredibly ancient, they have held back PC gaming who surpassed them in both graphics capability and performance even before they launched.
You simply can't just tack on stuff like Geometry Shaders, More flexible shader pipelines allowing for integers, improved hardware instancing, Tessellation, Multi-threaded rendering, compute shaders for better shadows and lighting etc'. - Without some big rewrites of a game engine and some of the middleware, otherwise you will end up with poor performance and graphics that aren't to it's fullest potential.
Physics has completely changed for instance, developers can now move Physics from the CPU to the GPU which will not be a change that is going to be happening on launch day. (Or at all, depends how they think it will benefit the game, I've never built a game engine that has entered the 3D space. :P)
Besides, when the Xbox and Playstation launched, developers didn't take advantage of all the hardware features, it took time, there is allot more hardware features in the graphics pipeline this time around. :)
So expect some amazing image quality by console standards towards this next generations end.

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